Devlogs
Week 5 Dev Log: Oct. 16 - Oct. 22
Dates: Oct. 16 - Oct. 22
Decisions:
- Letter System
- Add more letters that don't necessarily spell solutions
- If a “non-solution” word is spelled, gain a “hint point” to use on puzzles
- Level Design
- Level 1: Remove boxes near spring puzzle and increase spring bounce force to make level feel less repetitive
- Game Effects
- Plan to add a “poof” type of particle effect to objects that are spawned in
- Audio
- More 60s jazz theme for looping soundtrack
- adding sound effects for objects falling / being pushed / bouncing springs
- Playtesting
- Deciding on main focuses of feedback we are looking at
- Puzzle difficulty
- Interactivity of levels
- “intuitiveness” of game direction
Obstacles / Things to Consider:
- Importing Woody animations into Unity - can it be done with the currently provided file structure or will it require extra work?
- Hint words needs interface from solution manager before implementation could be built
- Might be worth leaving “infinite hints” for first playtest to help track which puzzles are difficult
- i.e. which puzzles require most hints
- Gives a metric to compare against for future playtests
Progress:
- All level 1 art environment 3D assets implemented in game
- Still need improved 2D assets for walls / floor
- Level 2 base level structure begun
- Built up functionality for hint system
- Player can press button to get a letter in the right slot
- Woody Camera / Movement rework complete
- Main menu screen implemented
- Has working settings for volume as well
- Has credits
- Spider functionality enhanced
- Spiders can be put into scared state (for level 2)
- Spider webs can be destroyed by defeating spiders
Screenshots (Current Game State):
Next Steps:
- Complete level 2 functionality
- Prepare playtesting files
- Implement toon shaders
- Implement fan functionality
- Implement pause menu
- Enhance hint system
- “Hint points” instead of unlimited hints
- Cosmetic Enhancements
- Improve UI for clipboard with additional controls
- Update lighting
- Attempt animation / particle effect implementation